Check out the first gameplay trailer for Total War: Rome II which features the battle of Teutoborg and showcases the huge leap in presentation as well as the user interface that displays during gameplay:
SEGA’s re-release of Castle of Illusion Starring Mickey Mouse has been formally announced and it’s a 2D/3D hybrid remake in HD! Check out the first screenshots below:
Also featured is the announcement trailer which you can also watch here:
Castle of Illusion Starring Mickey Mouse will be released for Xbox 360, PS3 and PC this Summer as a digital only title.
SEGA have announced pre-order exclusives for Company of Heroes 2.
Pre-order the game and receive the Theatre of War bonus mini-campaign which will arrive shortly after launch. Also included is 2 vehicle skin packs for use in multiplayer as well as 2 extra commanders also for use in multiplayer.
Company of Heroes 2 launches in June and is the first game from Relic Entertainment under its’ new owner at SEGA.
The Creative Assembly have dropped a bombshell and that’s the news of free-to-play, online multiplayer game, Total War Arena. The new Total War game allows 10 vs 10 player matches and control of 3 army units of up to 500 men. Sounds a bit mad if you ask me.
No release dates have been announced at this time, but we’re assuming this will be a PC release that could be either a browser-based game or a Steam release. More on this as we get it.
First and foremost, this post is not safe for work and extremely adult-orientated. We cool?
So this has to be one of the strangest things we’ve been exposed to. This Sonic Generations mod changes Sonic’s character model to an erect penis. Hilarity ensues:
Sonic Retro community members Dario FF, Twilightzoney and Chimera have released a mod for Sonic Generations PC that allows players to enjoy 8 of the Sonic Unleashed day stages in the Sonic Generations engine. This allows for 60fps play and 1080p presentation as long as your PC is powerful enough. Check out the launch trailer below:
Capcom action title Strider (which saw previous release on the Mega Drive as well as an unofficial sequel which was released on Mega Drive, Game Gear and Master System) is receiving a new entry.
The new title will launch on Xbox Live Arcade as revealed by artwork discovered by NeoGAF users that matches the dimensions of the box art and banners used on existing XBLA games.
Also uncovered was a Steam achievement which could also mean the game is planned for a PC release.
The game has not been officially announced so a PSN release can’t be ruled out yet. No other details have been discovered at this time. More on this as we get it.
More patches for Aliens: Colonial Marines! This time the PC version gets a hefty 3.8GB patch to address a huge list of bugs and issues that you can see below:
General
•Improved texture resolution.
•Various visual improvements.
•Added mouse smoothing to options menu.
•Fixed crashes tied to launch and motion tracker.
•Added additional safeguards to better protect save data.
•Resolved an issue where a player’s level could sometimes appear incorrect when backing out of a party.
•Addressed several scenarios under which players could spawn without a weapon.
•Changes to better prevent audio from sometimes cutting out during end of mission cinematics.
•Fixed issue where Xeno death animation was not properly calculating momentum of the killing blow.
•Smart Gun animation now properly tracks targets.
•Addressed some instances where Xenos would display erratic animations.
•Increased light radius for player’s shoulder lamp.
•Adjusted aim assist to better reflect player input.
•Addressed an issue that could sometimes cause co-op player revival to not work under certain circumstances.
•Addressed issues with players not spawning into a level properly.
•Fixed a marine player invincibility exploit.
•Resolved several instances where players could walk or fall outside of maps.
•Addressed an issue where Ripley’s Flamethrower (bonus content) would sometimes fire continuously without player input.
•Fixed an issue that could cause localized text to sometimes display incorrectly.
•Addressed an issue where weapon ammunition was not always highlighted properly.
•General user interface improvements.
•Miscellaneous bug fixes.
Campaign
•Tweaked enemy and friendly AI to be more aggressive and responsive.
•Modified campaign difficulty to account for improved AI responsiveness.
•Improved enemy collision detection regarding doors and Power Loader.
•Addressed some issues that could cause improper warping for co-op players.
•Various tweaks to address instances where NPC characters would not always properly navigate to objectives.
•Players will no longer bleed out immediately when downed in a Power Loader.
Versus
•Fixed issues that could cause clients to report inaccurate results and statistics.
•Addressed instances where a map would appear to “pop in” when loading into a new match.
•New Xeno appearance customization added.
•Multiplayer teams should now correctly auto-balance between rounds.
•Increased duration of Lurker Pounce Challenge “Cat-Like Reflexes” from 10 to 20 seconds.
•Fixed issue where certain multiplayer challenges would not unlock properly for all characters.
•Crusher pick-ups now correctly appear as highlighted for clients.
Last summer, 24 year old James visitted The Creative Assembly’s studio has a part of a charity visit organised by Willow; a charity set up to give terminally ill a lasting experience that can help lift their spirits in difficult times.
James was digitally inserted into Total War: Rome II as a Roman soldier and he was allowed to interview key members of The Creative Assembly, play a pre-alpha build of the game and even put forward his own suggestions.
Sadly, James lost his battle with liver cancer shortly after his visit to The Creative Assembly but Total War community manager Craig Laycock was so humbled by the experience that he has said a few words on James’ behalf:
“What really struck me was how my colleagues reacted to James coming in. I was inundated with emails offering help with James’ day. The tour organised itself, as the guys around me scrambled to show James what’s going into making Rome 2.
James was remarkable on the day. His enthusiasm knew no bounds. He asked passionate questions and offered clear and concise suggestions on features for the game.
When I recently learned that James had died, it was devastating. Even though I had only spent a few hours in his company, it was absolutely devastating, because he was able to show us all here in the studio how passionate he was for our games.
And although he won’t get the chance to see Rome 2 released, he will live on in some small way in our game – and every time I see him I’ll be reminded of what a great guy he was.
In many ways, James represented what’s best about working in video games: crafting games that people enjoy and that stay with them. It’s why we all do what we do, and why we’re so passionate about it. He really brought that home to us.”
Ron Gilbert, the man behind The Secret of Monkey Island and most recently The Cave, has left Double Fine to pursue his career in video games elsewhere.
Gilbert has said; “I want to thank all the amazing people at Double Fine for all their hard work on The Cave. It was a true pleasure to work with every one of them over the past two years. So much fun. I will miss them all. And of course to Tim for creating the opportunity to come there and make The Cave.”
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